This release features improved sprite rendering, preparations for the brand new particle system and a few minor fixes.
Sprites have now been extended with blend mode and custom shading.
Blend mode lets you choose how the graphics of a sprite should be blended with the graphics behind the sprite.
Custom shading is achieved by specifying a custom material + shaders in the sprite properties.
We have extended the Tiles guide
with information about this in the Sprite-section.
We have had a particle system in place for a long time (2 years) in Defold, accessible through Emitter components.
This system had many drawbacks and was poorly designed, which is why we are completely redesigning it now.
As a preparation for this, we have deprecated the .emitter files.
If you are using them in your project, they will now not be rendered (with a warning in the Console-view when loading the game) and show up as text-files if you try to edit them.
Please let us know if you use them and we will help you convert to the new system.
We would in fact be very impressed if anyone has get the Emitters to work, due to the lack of documentation and complex editing.
The new component type is called _ParticleFX_, we will provide better documentation when it's ready for release.
We are very excited about the new system, we are getting great feedback and advice from very talented effects artists and designers in the games and CGI industry.
- Added support for textures with 16-bit color depth
- The outlines of the icons used for visual-less components were offset incorrectly
- When browsing for files in the game.project editor, the necessary 'c' was not appended to the filenames
- Engine crashes (OpenGL error) when shaders (both fragment and vertex) are hot reloaded
- Reloading a material with modified shader paths does not update the shaders
Hope you enjoy the release and stay tuned for more improved visuals!